58

First of all make sure you are following the base rules for Monopoly as there are a lot of different house rules that are used that make the game take much longer then it should. Judging on the accepted answer it seems that you are indeed using some house rules that make the game take longer. I am including 3 rules that are commonly changed by house rules ...


24

The prohibition on "slow play" is more than just a community norm, it is a tournament rule described in section 5.5 of the tournament rulebook, and it says this: Players must take their turns in a timely fashion regardless of the complexity of the play situation and adhere to time limits specified for the tournament. Players must maintain a pace to allow ...


21

3-4 hours is good. 8 is way too long! Without seeing you play it's hard to say with precision where your time is being spent inefficiently, I do have a couple suggestions though. Setup efficiently Setup can be done in 5-10 minutes but can easily drag on for half an hour. Setting up is a job for several people. The most experienced person should be ...


19

Allowing play to continue can give the player who is choosing which tickets to pick up an advantage: Other players may place a route blocking one of the tickets the first player was considering keeping. Seeing what colours others pick up can indicate where they're going. Another round of this can only help decide which routes are worth keeping. If play has ...


17

To be honest, I wouldn't worry so much about slow play when learning, and I would not recommend complicating it further with a clock. Here are my thoughts: 1) This game requires lots of mental arithmetic, especially when playing as the runner. How much might that run cost? Do I have the breaker suite required to make success likely? What is the worst ...


15

Deal all the 28 properties to the two players (shuffle the deeds and then alternate properties) before the game begins. The trades occur at the beginning, and players can start building houses and hotels immediately once they have monopolies. This eliminates the property acquisition phase of the game and moves it right into the building phase of the game. ...


14

2-4 hours is definitely the standard length for a game. That said, sometimes games run for 6+ hours just due to luck of the draw. The "Big 4" locations in the base set are the Woods, the Unvisited Isle, the Witch House, and Independence Square. Each of these locations has 10 cards in the Mythos deck which open a gate in their location. Concievably, you could ...


14

A simple solution not so far mentioned: Allow takebacks. It doesn't always help completely, but it often helps a lot, and is the approach written into the official rules of Mage Knight. Simply allow players to retract their moves so long as no information point has passed and encourage them to play out their action rather than engage in an extended ...


12

There is no time limit for each turn and etiquette for turn length depends on the group that you are playing in. The best suggestion that I can make for you is to remind your wife that she can start planning her next turn while others are playing. While things will change based on other players move not every action they take is going to impact her choice. ...


11

It depends on whether you use the official rules or house rules. In appendix B of the MTG official tournament rules (not the same thing as the comprehensive rules) it gives recommended time limits for sanctioned tournaments: Each pick has an associated time limit, which starts at 40 seconds and drops by 5 seconds roughly every two cards. The total time ...


10

There's no time limits in the rules. In the online version of the game, one can set an amount of time per player. Even 7 minutes per player (total, for the entire game including time spent choosing tickets) is sufficient for experienced players, and 15 minutes per player is quite comfortable. The whole game shouldn't take longer than that. If it does, and ...


9

Most of Small World's expansions (Grand Dames, Be Not Afraid, Cursed) just add additional races and powers. Those won't lengthen the game. Realms adds a modular board and scenarios. Those will presumably add to the setup time a little, and some of the scenarios might also take longer than an ordinary game. Tales & Legends adds events, which will take a ...


9

War is actually not a game but an Automata, as players don't have any options. Wimpy Programmer already made this simulation, he found that when shuffling the winning cards, the mean number of turns is 262, the mode is 84, and the max (on a sample of 100,000 trials) is 2,702 turns. He also found that without shuffles of the winning cards, the game might be ...


7

The original Thunderstone, while a great game, has a bit of a design flaw in that the 'Militia' you start with are just objectively too bad. It is honestly a winning strategy to spend literally your entire first 6 turns of the game doing nothing but trashing your militia and then starting up building a deck without them. If you haven't sort of 'realized' ...


5

Most people say that it is rude to ask slow players to play more quickly. The opposite is actually true - slow players are the rude ones. They selfishly take extra time so that they can gain an advantage. AP players ruin the fun of the game, and it should be recognized as such. Your desire to win or play well is less important than the right of everyone ...


4

2 hours is a LOT of time for a game of Thunderstone. Going through 20-30 monsters isnt so hard... I see two possible problems. You may have "mechanical" problems, or have little experience with building decks. "Mechanical" problems Maybe you arent using your time efficiently. Some of the players in our playgroup couldnt get used to shuffling their ...


4

Given that the ticket picking process is usually the slowest aspect of the game, and that turns are designed to be really short, when I play with my board gaming friends we play with a house rule. The house rule is: If a player picks tickets, play may continue until another player indicates that they want to place track. Then play stops until the ...


4

The rules say this (for the long version. I don't play the short version and don't know anyone who does). Players Minutes(Rules) My estimates 1 60 Depends on YOU (30-300) 2 120 90 3 180 135 4 200 180 5 210 225 I've played about 20 ...


4

As a math problem, this is a case of a random walk ("walking" N cards at a step from your opponent's deck to your deck, where N is usually one, but can be 4 or 7 or whatever depending on ties.) It is often framed as the "gamblers ruin" problem. Ignoring the issue of ties and treating each throw of cards as an independent trial, the average number of turns is ...


3

It may sound silly, but in these cases (especially with so many players) the "we came here for kicking monster asses, not for pleasure" attitude should help immediately. Focus is a key word. Make sure those aren't playing at the moment are planning for the next round, it could help the focus effort. In addition, I'd try to hint or even say straight up that ...


2

Anyways, I will add my bit to the list of answers already. After reading this question I realized that I suffer from this as well specifically when there is a speculation determining the cost of opportunity of doing (or not doing something). Just being aware of it already had a positive impact in a couple of games. In recent games of Mage Knight - a rule ...


2

So a good solution for this has been known for a while. The "Chess clock". For any old board game do this: Determine the length of the game you'd like to play. Divide by the # of players. Double the time. Each player gets that much time for the game. If the time is exceeded, that player loses the game. If the game would be 'ruined' by him leaving in ...


2

Fast time controls are more current these days. You can find a lot of 30/30 (each player has 30 moves to make in 30 minutes) and G/30 (each player has 30 minutes to make all of his moves) in over the board tournaments. Slow time controls are still out there, but with the rise of Internet chess, even over the board tournaments are going with quicker time ...


2

It's 30-60 minutes for player, very much like Agricola. This is in the Wikipedia article, but I think it says it on the box too. The rules (zipped pdf from the publisher) have a time/rounds per player table with the conservative estimate (60 minutes per player) for the full game, along with a ~30 minutes per player estimate for the shortened version (20, 45, ...


2

In addition to the already excellent answers presented here (upvotes all around!), I'd like to add very specific things my family and friends do to keep the game flowing at a good pace. Appoint a Game Master This guy/gal's job is to keep the game flowing nicely. They remind everyone what the current phase is, and they handle the weird rule questions. If ...


2

Basically, any card that denies opponents their resources (i.e. cards in hand) or pollutes their decks (e.g. curses) makes for a longer game because it is more difficult to buy victory point cards for lack of money or just forces an interaction that requires a decision in your opponent (i.e. this increases the time, not necessarily number of hands). ...


2

I played this game intensely a few years ago with 2 and 3 players (sometimes up to 4) and the analysy-paralysis problem disappeared after, say, 2-3 games with the same group. I tried the same solution of lowering to 7 buildings (in fact, it is even suggested on the rulebook) and worked quite well for 2 players, never tried it with 3-4 players. I personally ...


2

The problem playing with 2 people is that you often don't have time to do anything between turns. You haven't even drawn your cards yet let alone shuffled them, when your opponent says "Prepare" and it's your turn again. Also a lot of the problem can come from the dungeon deck. If you play with the standard rules there is nothing to stop the 3 strongest ...


2

I would suggest the following: 0. Don't use common house rules that slow down the game. 1. Find/Buy/Make a Speed Die. 2a. Deal out all properties as suggested in the rules for a quicker game. 2b. For a more strategic starting variation, require players to purchase properties from those they are dealt OR return them to the bank. 3. Don't bail out opponent ...


2

This seems like an issue brought about by some analysis paralysis, as mentioned in the comments on the original question. Check out the linked post (Countermeasures to "analysis paralysis"?) for help with dealing with that aspect at a high level. As far as making Game of Thrones go faster, there are a number of ways you can do it (with the first ...


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